Gameplay specification#
Core simulation: turn flow, screen state machine, economy, diplomacy, and AI.
Scope#
- Main loop and idle/sim tick dispatch
- Turn phases (1–4) and end-of-turn processing
- Screen mode and phase state machine
- Per-player economy and diplomacy ticks
- AI recruitment, build orders, and desperation logic
- Single-player vs multiplayer tick paths
Evidence#
../../architecture/game/MODULE.md— entry points, screen modes, turn actions../../structs/lotr2_game_state.md— global game state layout (partial)../../nobles/README.md— AI noble archetypes, tables, Great Noble UI../../skirmish/README.md— GoG skirmish mode (single battle SP/MP); evidence reference until normative spec pages exist
First spec targets#
- Turn phases (1–4) — what each phase acknowledges, MP opcode coupling (
lotr2_game_action_turn_phase*_toggle), economy/diplomacy loop at phase 2 end-of-turn. - Screen mode machine —
lotr2_game_screen_mode/lotr2_game_screen_phasetransitions; relationship to UI overlays and MP lobby wizard (lotr2_game_wizard_step).
Spec pages#
- Population and peasant formulas — seasonal
birth/death, peasant granularity (
ceil(pop/25)), labor/tax allocation buckets, allocation slider visualization, and spend-driven province tier growth